PM3.6 - Ivysaur - Subaction - AttackAirB

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Stats

IASA: 41
Auto Cancel Window: 1-6, 38-48
Auto Cancel Lag: 4
Landing Lag: 18
Landing Lag (L-Cancel): 9
Hitboxes active: 7-10, 17-19
Hitbox set 0 hits: 7, 17
Subaction Index: 0x64

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frames:7-10

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 4 25 0 85 90 Grass Punch 3 4
0 1 4 25 0 85 90 Grass Punch 3 4
0 2 4 25 0 85 90 Grass Punch 3 4
0 3 4 25 0 85 90 Grass Punch 3 4

Frames:17-19

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 5 20 145 30 Grass Punch 4 4
0 1 5 20 145 30 Grass Punch 4 4
0 2 7 20 145 361 Grass Punch 5 5
0 3 8 20 145 361 Grass Punch 5 5

Scripts

Main

  1. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 1 }
  2. AsyncWait(6.0)
  3. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  4. CreateHitBox(HitBoxArguments { bone_index: 30, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 90, wdsk: 25, kbg: 85, shield_damage: 0, bkb: 0, size: 5.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Grass, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Whip, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 50, hitbox_id: 1, set_id: 0, damage: Constant(4.0), trajectory: 90, wdsk: 25, kbg: 85, shield_damage: 0, bkb: 0, size: 4.0, x_offset: 3.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Grass, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Whip, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 51, hitbox_id: 2, set_id: 0, damage: Constant(4.0), trajectory: 90, wdsk: 25, kbg: 85, shield_damage: 0, bkb: 0, size: 4.0, x_offset: 1.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Grass, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Whip, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 52, hitbox_id: 3, set_id: 0, damage: Constant(4.0), trajectory: 90, wdsk: 25, kbg: 85, shield_damage: 0, bkb: 0, size: 3.5, x_offset: -1.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Grass, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Whip, clang: true, unk5: true, direct: true, unk6: 0 })
  8. SyncWait(4.0)
  9. DeleteAllHitBoxes
  10. AsyncWait(16.0)
  11. CreateHitBox(HitBoxArguments { bone_index: 42, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 30, wdsk: 0, kbg: 145, shield_damage: 0, bkb: 20, size: 5.5, x_offset: -2.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Grass, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Whip, clang: true, unk5: true, direct: true, unk6: 0 })
  12. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 30, wdsk: 0, kbg: 145, shield_damage: 0, bkb: 20, size: 4.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Grass, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Whip, clang: true, unk5: true, direct: true, unk6: 0 })
  13. CreateHitBox(HitBoxArguments { bone_index: 44, hitbox_id: 2, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 145, shield_damage: 0, bkb: 20, size: 4.0, x_offset: 1.5, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Grass, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Whip, clang: true, unk5: true, direct: true, unk6: 0 })
  14. CreateHitBox(HitBoxArguments { bone_index: 45, hitbox_id: 3, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 145, shield_damage: 0, bkb: 20, size: 3.5, x_offset: 2.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Grass, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Whip, clang: true, unk5: true, direct: true, unk6: 0 })
  15. SyncWait(3.0)
  16. DeleteAllHitBoxes
  17. AsyncWait(37.0)
  18. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  19. AsyncWait(40.0)
  20. AllowInterrupts

GFX

  1. Goto(0x9019c168)

SFX

  1. AsyncWait(6.0)
  2. SoundEffect1(5616)
  3. SwordGlow(SwordGlow { color: 100, blur_length: 3, point1_bone: 50, point1_x_offset: 0.0, point1_y_offset: 0.0, point1_z_offset: 0.0, point2_bone: 52, point2_x_offset: -8.0, point2_y_offset: 0.0, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 75, bone_id: 52, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 0.0 })
  4. SyncWait(5.0)
  5. DeleteSwordGlow { fade_time: 3 }
  6. AsyncWait(16.0)
  7. SoundEffect1(5617)
  8. SwordGlow(SwordGlow { color: 100, blur_length: 3, point1_bone: 43, point1_x_offset: 0.0, point1_y_offset: 0.0, point1_z_offset: 0.0, point2_bone: 45, point2_x_offset: 8.0, point2_y_offset: 0.0, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 75, bone_id: 45, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 0.0 })
  9. SyncWait(4.0)
  10. DeleteSwordGlow { fade_time: 3 }

Other

  1. AsyncWait(6.0)
  2. Rumble { unk1: 17, unk2: 0 }
  3. AsyncWait(16.0)
  4. Rumble { unk1: 17, unk2: 0 }